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Abstract:

This GDC talk by Marek from Naughty Dog explores the studio's innovative use of physics animation (specifically Havok ragdolls) beyond traditional death states in The Last of Us and Uncharted 4.

The presentation details the technical foundation using rigid bodies, constraints, motors, and damping, highlighting the challenges of parameter tuning and joint limits. The core innovation discussed is the simultaneous use of Havok's local-space "Powered Constraint Controller" (Motors) and world-space "Rigid Body Controller" (Keyframe Controller) to achieve a blend of realistic local follow-through and global stability, complemented by limiting parent acceleration to mitigate animation spikes.

The talk showcases numerous examples from Naughty Dog's games, demonstrating how physics animation was applied to enhance character reactions and interactivity in dynamic scenarios such as carrying an unconscious character, riding in vehicles, climbing on dynamic objects, hang climbing, staged vehicle crashes and deaths, being dragged behind a truck, and cinematic sequences with environmental physics. Implementation details like scripting ragdoll profiles and using animation events (Effs) for sequencing are also covered. While successful in adding fidelity and realism, challenges in tool development, artist adoption of scripting, and synchronization with other animation systems are acknowledged.

Uncharted 4 Physics Animation: Beyond Ragdolls

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